Building Adventures
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A minimalist 96-page guide to creating memorable stories for any tabletop roleplaying system or setting.
Building Adventures is a system-agnostic book about respecting player creativity and agency while reducing the burden of gamemaster preparation. There is a way to create tabletop roleplaying scenarios that don't require the gamemaster to be ready for every possibility¸ without restricting players to a limited number of choices and actions. The gamemaster begins by setting an adventure goal¸ then allowing players to make the their own decisions and pursue that goal in their own way.
Building Adventures is broken into eight sections:
- Introduction: A brief overview of what this book is about¸ the concepts that will be discussed¸ and ways that you can put it to use in building adventures for your favorite tabletop roleplaying game.
- Adventure Format: The standard "stat block" for the Building Series¸ this will help you to track elements regardless of the system you're using. This chapter covers the five components: Name¸ Description¸ Purpose¸ Modifiers¸ and Story Points.
- Preparation: This chapter covers key areas for developing the elements necessary to run an adventure. These include Adventure Description¸ Clarifying the Purpose¸ Determining Modifiers¸ and Blocking Out Story Points.
- Act I: Beginnings: This chapter covers developing the first act of a tabletop roleplaying adventure. The emphasis is on Describing Act I¸ Establishing the Purpose¸ Introducing Modifiers¸ and Opening Story Points.
- Act II: Middles: This chapter covers developing the second act of a tabletop roleplaying adventure. The emphasis is on Describing Act II¸ Exploring the Purpose¸ Leveraging Modifiers¸ and Expanding Story Points.
- Act III: Endings: This chapter covers developing the third act of a tabletop roleplaying adventure. The emphasis is on Describing Act III¸ Fulfilling the Purpose¸ Mastering Modifiers¸ and Concluding Story Points.
- Epilogue: This chapter covers what happens after an adventure is over. The emphasis is on Describing the Epilogue¸ Reviewing the Purpose¸ Resetting Modifiers¸ and Tying Up Loose Story Points.
- Campaign Elements: An ongoing¸ interconnected series of adventures is called a campaign. This chapter covers five areas: Campaign Preparation¸ Phase I: Introductions¸ Phase II: Explorations¸ Phase III: Conclusions¸ and Campaign Epilogue.
